Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bringing build diffusing ceiling reside'.
Other Suggestions:
bringing built diffusing calling resides
bringing bind diffusing calling resides
bringing bird diffusing calling resides
bringing build diffusing calling resides
bringing built diffusing calling ride
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
;Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers and left here. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon attacks and destructive spells. Two centipedes reside in the corpse. If the
Temple Ceiling. The ceiling is 60 feet high.
Petrified Creatures. Eleven lifelike statues in a variety of poses are clustered together in the south end of the room. (These statues are petrified
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
Unless otherwise stated, room ceilings are 15 feet high and vaulted, and tunnel ceilings are 10 feet high and flat. Lighting Geometric grooves are carved into the outpost’s ceiling and walls. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
three rows of five in the narrower portion of the room. Six round tables, each encircled by five chairs, stand in the wider area.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
three rows of five in the narrower portion of the room. Six round tables, each encircled by five chairs, stand in the wider area.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
chair is bolted to the floor. The chair’s armrests and legs are fitted with iron shackles.
One corner of the room has gaping holes in the floor and ceiling, through which passes a large iron ladder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers and left here. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon attacks and destructive spells. Two centipedes reside in the corpse. If the
Temple Ceiling. The ceiling is 60 feet high.
Petrified Creatures. Eleven lifelike statues in a variety of poses are clustered together in the south end of the room. (These statues are petrified
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
chair is bolted to the floor. The chair’s armrests and legs are fitted with iron shackles.
One corner of the room has gaping holes in the floor and ceiling, through which passes a large iron ladder
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
chair is bolted to the floor. The chair’s armrests and legs are fitted with iron shackles.
One corner of the room has gaping holes in the floor and ceiling, through which passes a large iron ladder
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers and left here. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon attacks and destructive spells. Two centipedes reside in the corpse. If the
Temple Ceiling. The ceiling is 60 feet high.
Petrified Creatures. Eleven lifelike statues in a variety of poses are clustered together in the south end of the room. (These statues are petrified
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
Unless otherwise stated, room ceilings are 15 feet high and vaulted, and tunnel ceilings are 10 feet high and flat. Lighting Geometric grooves are carved into the outpost’s ceiling and walls. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
three rows of five in the narrower portion of the room. Six round tables, each encircled by five chairs, stand in the wider area.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
Unless otherwise stated, room ceilings are 15 feet high and vaulted, and tunnel ceilings are 10 feet high and flat. Lighting Geometric grooves are carved into the outpost’s ceiling and walls. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
and using it to defeat a cosmic threat. Example 2: Agents of X You can also build a campaign around the idea that the adventurers are agents of something larger than themselves — a kingdom or secret
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knucklebones, serving as a garage where they build and repair infernal war machines. The Knucklebones answer to Mad Maggie, a night hag warlord who has an agreement with Zariel: the archduke of Avernus leaves
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is






